using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public static class 全局路径
{
    /// <summary>
    /// 可读写的玩家存档路径
    /// </summary>
    public static string 获取存档路径 => 获取可读写路径 + "玩家存档/";

    public static string 获取可读写路径
    {
        get
        {
            string dir = "";
#if UNITY_EDITOR
            dir = Application.dataPath+ "存档/";//路径：/AssetsCaches/
#elif UNITY_IOS
            dir = Application.temporaryCachePath + "/";//路径：Application/xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx/Library/Caches/
#elif UNITY_ANDROID
            dir = Application.persistentDataPath + "/";//路径：/data/data/xxx.xxx.xxx/files/
#else
            dir = Application.streamingAssetsPath + "/";//路径：/xxx_Data/StreamingAssets/
#endif
            return dir;
        }
    }
    /// <summary>
    /// 可读写的地形数据路径
    /// </summary>
    public static string 获取地形数据路径
    {
        get
        {
            return 获取可读写路径 + "地形数据/";
        }
    }


}
